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#11 |
Zartan
![]() Join Date: May 20, 2003
Location: Near Aberdeen, Scotland
Age: 36
Posts: 5,225
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so theirs no point on us giving tips on other spells cause you've already selected all yours
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#12 |
Avatar
![]() ![]() ![]() ![]() Join Date: June 16, 2003
Location: Home
Posts: 536
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Well, I am rather asking for responses wether it is good enough or not (what do I have to add, or what do I have to avoid, or maybe there is a better spell in the game and something like that.). I highly appreciate for those who reply my questions
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#13 |
Zhentarim Guard
![]() Join Date: July 9, 2003
Location: Amn
Age: 35
Posts: 352
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You shud thake Death spell,Its veary good vs small iritating creatures + umberhulkes and some bandits and low hp creatures.
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Never Underestimate Your Enemy.<br /><br />A Normal Dagger in the right hand\'s is as Dangerous as Crom Faeyr. |
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#14 |
Elminster
![]() Join Date: January 16, 2003
Location: Michigan
Age: 59
Posts: 419
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Just my opinions mind you:
Level 1: - Chromatic orb : I always take this but never use it. - Friends : with ring of human influence why bother? - Identify : glasses of ID work just as well and this spell gets useless in TOB where your lore is enough for pretty much anything - Magic Missile : the only real must have in level 1 - Spook : am completely indifferent about this spell Prefer burning hands which seems to work esp well on undead. Level 2: - Knock : well someone has to open all those chests – but dangerous without Minor spell deflection - Mirror Image : always handy - Resist Fear : necessary. A terrified solo sorcerer is a dead solo sorcerer. - Melf's Acid Arrow : great for spell casting clerics - Web : always a good bet Level 3: - Flame Arrow : gotta love the amount of damage it does - Haste : I tend to ignore this spell. Magic users just aren’t built for melee - Skull Trap : great spell for damage - Melf's Minute Meteor : my big problem with this spell is that it stays until you use ALL of the meteors making it impossible to use any other weapon. Devastating when you want to use the staff of the magi to go invisible. I prefer Minor Spell Deflection and Slow in place of Haste and Melf’s Level 4: - Greater Malison : always good choice - Stoneskin : gotta have stoneskin - Spider Spawn : great summons - Wizard Eye : also great. So many bad guys waste spells on this instead of you Level 5: - Lower Resistance : perfect for big nasty things - Sunfire : only take this when I solo. Great for takingout low level critters and undead - Spell Immunity : rarely end up using this spell. For a certain undead critter fond of imprisonment there is always a protection from undead scroll. - Protection From Acid : is acid REALLY a problem in SoA? No breech? I prefer animate dead, soloing you soon get high enough to get skeleton warrior. One of the best summons period. I would dump spell immunity and protection from acid for Breech and Animate dead Level 6 - Protection From Magic Energy : so many other better spells on this level - True Sight - Tenser's Transformation : Sorcerers were not made for melee, that is what summons are for. I never take this spell as there are so many other great spells at this level. Chain lightning Contingency Death fog Death spell Invisible stalker – good for mind flayers Protection from Magical Weapons - espically good in TOB when put in a contingency Summon Nishruu Level 7: - Project Image : almost to good of a spell - Mordenkeinan's Sword : great summons - Khelben's Wharding Whip : good choice Level 8: - Abi Dalzim's Horrid Wilting : personal favorite - Spell Trigger
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#15 | |
Elminster
![]() Join Date: October 11, 2003
Location: Sluggy Zone
Age: 59
Posts: 487
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Quote:
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Jansens aren\'t as harmless like everybody supposes! <br />They got them stumpy legs and puffy potato noses! <br />And what\'s with all the turnips? <br />Why do they eat so much root vegetables, anyway? <br />Jansens, Jansens,<br />It must be Jansens!!!<br />(or griffins!) |
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#16 |
Zhentarim Guard
![]() Join Date: July 9, 2003
Location: Amn
Age: 35
Posts: 352
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*Protection from acid : Is acid realy a problem in SOA*=Yes it is if you got tactic mode.
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Never Underestimate Your Enemy.<br /><br />A Normal Dagger in the right hand\'s is as Dangerous as Crom Faeyr. |
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#17 |
Symbol of Cyric
![]() Join Date: March 23, 2003
Location: Canada
Age: 37
Posts: 1,134
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For one encounter, it's not really worth putting the at spell in... (okay, maybe the sole reason for Pierce Shield is for the Demon Prince, but...) Particularly when there are dozens of Green scrolls that function almost the exact same.
ADD] Not to mention that little problem of getting Kuroisan to actually fight you. I think he only fights you if you wield the sword, which, as a solo Sorcerer, you can't do. [ 10-19-2003, 08:21 AM: Message edited by: Assassin ]
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#18 |
Hathor
![]() Join Date: February 18, 2002
Location: Vienna
Age: 43
Posts: 2,248
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no Mislead?
or is it too cheesy for you?
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#19 |
Zhentarim Guard
![]() Join Date: July 9, 2003
Location: Amn
Age: 35
Posts: 352
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Isn't it so that you only need to hawe it in your inventory??
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Never Underestimate Your Enemy.<br /><br />A Normal Dagger in the right hand\'s is as Dangerous as Crom Faeyr. |
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#20 |
Elite Waterdeep Guard
![]() Join Date: September 19, 2003
Location: USA
Age: 61
Posts: 38
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Those seem like pretty good spells but I consider invisibility a must-have for a solo sorcerer. Mislead is also good when you can get it. And I think you would benefit from some summon spells (summon skelies is the best).
Tensor's transformation is questionable-- You should be avoiding melee combat. Polymorph Other is too much fun to do without. Feeblemind works really well against powerful opponents like dragons (especially in comination with Greater Malison). Finger of Death and Deathspell are also good to have.
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